Magic_Game/core/objects/Node.cpp

1063 lines
18 KiB
C++

#include "..\e2dobject.h"
#include "..\e2devent.h"
#include "..\e2dmanager.h"
#include "..\e2daction.h"
e2d::Node::Node()
: visible_(true)
, parent_(nullptr)
, parent_scene_(nullptr)
, hash_name_(0)
, clip_enabled_(false)
, dirty_sort_(false)
, dirty_transform_(false)
, collider_(this)
, border_(nullptr)
, order_(0)
, transform_()
, display_opacity_(1.f)
, real_opacity_(1.f)
, children_()
, actions_()
, tasks_()
, initial_matrix_(D2D1::Matrix3x2F::Identity())
, final_matrix_(D2D1::Matrix3x2F::Identity())
, border_color_(Color::Red, 0.6f)
{
}
e2d::Node::~Node()
{
SafeRelease(border_);
for (auto action : actions_)
{
SafeRelease(action);
}
for (auto task : tasks_)
{
SafeRelease(task);
}
for (auto child : children_)
{
SafeRelease(child);
}
}
void e2d::Node::Visit()
{
if (!visible_)
return;
UpdateActions();
UpdateTasks();
auto updatable_node = dynamic_cast<Updatable*>(this);
if (updatable_node)
{
updatable_node->Update();
}
UpdateTransform();
auto render_target = Graphics::Get()->GetRenderTarget();
if (clip_enabled_)
{
render_target->SetTransform(final_matrix_);
render_target->PushAxisAlignedClip(
D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
}
if (children_.empty())
{
auto drawable_node = dynamic_cast<Drawable*>(this);
if (drawable_node)
{
render_target->SetTransform(final_matrix_);
drawable_node->Draw();
}
}
else
{
// 子节点排序
if (dirty_sort_)
{
std::sort(
std::begin(children_),
std::end(children_),
[](Node * n1, Node * n2) { return n1->GetOrder() < n2->GetOrder(); }
);
dirty_sort_ = false;
}
size_t i;
for (i = 0; i < children_.size(); ++i)
{
auto child = children_[i];
// 访问 Order 小于零的节点
if (child->GetOrder() < 0)
{
child->Visit();
}
else
{
break;
}
}
auto drawable_node = dynamic_cast<Drawable*>(this);
if (drawable_node)
{
render_target->SetTransform(final_matrix_);
drawable_node->Draw();
}
// 访问剩余节点
for (; i < children_.size(); ++i)
children_[i]->Visit();
}
if (clip_enabled_)
{
render_target->PopAxisAlignedClip();
}
}
void e2d::Node::DrawBorder()
{
if (visible_)
{
if (border_)
{
auto graphics = Graphics::Get();
auto brush = graphics->GetSolidBrush();
brush->SetColor(D2D1_COLOR_F(border_color_));
graphics->GetRenderTarget()->DrawGeometry(
border_,
brush,
1.5f
);
}
for (const auto& child : children_)
{
child->DrawBorder();
}
}
}
void e2d::Node::DrawCollider()
{
if (visible_)
{
collider_.Draw();
for (const auto& child : children_)
{
child->DrawCollider();
}
}
}
void e2d::Node::UpdateTransform()
{
if (!dirty_transform_)
return;
dirty_transform_ = false;
final_matrix_ = static_cast<D2D1::Matrix3x2F>(transform_);
// 根据自身支点计算 Initial 矩阵,子节点将根据这个矩阵进行变换
auto pivot = Point(
transform_.size.width * transform_.pivot_x,
transform_.size.height * transform_.pivot_y
);
initial_matrix_ = final_matrix_ * D2D1::Matrix3x2F::Translation(pivot.x, pivot.y);
if (parent_)
{
initial_matrix_ = initial_matrix_ * parent_->initial_matrix_;
final_matrix_ = final_matrix_ * parent_->initial_matrix_;
}
else if (parent_scene_)
{
initial_matrix_ = initial_matrix_ * parent_scene_->GetTransform();
final_matrix_ = final_matrix_ * parent_scene_->GetTransform();
}
// 重新构造轮廓
SafeRelease(border_);
ID2D1Factory * factory = Graphics::GetFactory();
ID2D1RectangleGeometry * rectangle = nullptr;
ID2D1TransformedGeometry * transformed = nullptr;
ThrowIfFailed(
factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
&rectangle
)
);
ThrowIfFailed(
factory->CreateTransformedGeometry(
rectangle,
final_matrix_,
&transformed
)
);
border_ = transformed;
SafeRelease(rectangle);
// 通知子节点进行转换
for (const auto& child : children_)
{
child->dirty_transform_ = true;
}
// 更新碰撞体
collider_.Recreate();
if (collider_.IsEnabled() &&
collider_.IsCollisionNotify() &&
collider_.GetShape() != Collider::Shape::None)
{
CollisionManager::GetInstance()->UpdateCollider(&collider_);
}
}
bool e2d::Node::Dispatch(const MouseEvent & e, bool handled)
{
if (visible_)
{
for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
handled = (*riter)->Dispatch(e, handled);
auto handler = dynamic_cast<MouseEventHandler*>(this);
if (handler)
handler->Handle(e);
}
return handled;
}
bool e2d::Node::Dispatch(const KeyEvent & e, bool handled)
{
if (visible_)
{
for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
handled = (*riter)->Dispatch(e, handled);
auto handler = dynamic_cast<KeyEventHandler*>(this);
if (handler)
handler->Handle(e);
}
return handled;
}
void e2d::Node::UpdateOpacity()
{
if (parent_)
{
display_opacity_ = real_opacity_ * parent_->display_opacity_;
}
for (const auto& child : children_)
{
child->UpdateOpacity();
}
}
void e2d::Node::UpdateActions()
{
if (actions_.empty())
return;
std::vector<Action*> currActions;
currActions.reserve(actions_.size());
std::copy_if(
actions_.begin(),
actions_.end(),
std::back_inserter(currActions),
[](Action* action) { return action->IsRunning() && !action->IsDone(); }
);
// 遍历所有正在运行的动作
for (const auto& action : currActions)
action->Update();
// 清除完成的动作
for (auto iter = actions_.begin(); iter != actions_.end();)
{
if ((*iter)->IsDone())
{
(*iter)->Release();
iter = actions_.erase(iter);
}
else
{
++iter;
}
}
}
bool e2d::Node::IsVisible() const
{
return visible_;
}
const e2d::String& e2d::Node::GetName() const
{
return name_;
}
size_t e2d::Node::GetHashName() const
{
return hash_name_;
}
float e2d::Node::GetPosX() const
{
return transform_.position.x;
}
float e2d::Node::GetPosY() const
{
return transform_.position.y;
}
const e2d::Point& e2d::Node::GetPos() const
{
return transform_.position;
}
float e2d::Node::GetWidth() const
{
return transform_.size.width * transform_.scale_x;
}
float e2d::Node::GetHeight() const
{
return transform_.size.height * transform_.scale_y;
}
float e2d::Node::GetRealWidth() const
{
return transform_.size.width;
}
float e2d::Node::GetRealHeight() const
{
return transform_.size.height;
}
const e2d::Size& e2d::Node::GetRealSize() const
{
return transform_.size;
}
float e2d::Node::GetPivotX() const
{
return transform_.pivot_x;
}
float e2d::Node::GetPivotY() const
{
return transform_.pivot_y;
}
e2d::Size e2d::Node::GetSize() const
{
return std::move(Size(GetWidth(), GetHeight()));
}
float e2d::Node::GetScaleX() const
{
return transform_.scale_x;
}
float e2d::Node::GetScaleY() const
{
return transform_.scale_y;
}
float e2d::Node::GetSkewX() const
{
return transform_.skew_x;
}
float e2d::Node::GetSkewY() const
{
return transform_.skew_y;
}
float e2d::Node::GetRotation() const
{
return transform_.rotation;
}
const e2d::Transform & e2d::Node::GetTransform() const
{
return transform_;
}
float e2d::Node::GetOpacity() const
{
return real_opacity_;
}
e2d::Collider* e2d::Node::GetCollider()
{
return &collider_;
}
int e2d::Node::GetOrder() const
{
return order_;
}
void e2d::Node::SetOrder(int order)
{
if (order_ == order)
return;
order_ = order;
if (parent_)
{
parent_->dirty_sort_ = true;
}
}
void e2d::Node::SetPositionX(float x)
{
this->SetPosition(x, transform_.position.y);
}
void e2d::Node::SetPositionY(float y)
{
this->SetPosition(transform_.position.x, y);
}
void e2d::Node::SetPosition(const Point & p)
{
this->SetPosition(p.x, p.y);
}
void e2d::Node::SetPosition(float x, float y)
{
if (transform_.position.x == x && transform_.position.y == y)
return;
transform_.position.x = x;
transform_.position.y = y;
dirty_transform_ = true;
}
void e2d::Node::MoveBy(float x, float y)
{
this->SetPosition(transform_.position.x + x, transform_.position.y + y);
}
void e2d::Node::MoveBy(const Point & v)
{
this->MoveBy(v.x, v.y);
}
void e2d::Node::SetScaleX(float scale_x)
{
this->SetScale(scale_x, transform_.scale_y);
}
void e2d::Node::SetScaleY(float scale_y)
{
this->SetScale(transform_.scale_x, scale_y);
}
void e2d::Node::SetScale(float scale)
{
this->SetScale(scale, scale);
}
void e2d::Node::SetScale(float scale_x, float scale_y)
{
if (transform_.scale_x == scale_x && transform_.scale_y == scale_y)
return;
transform_.scale_x = scale_x;
transform_.scale_y = scale_y;
dirty_transform_ = true;
}
void e2d::Node::SetSkewX(float skew_x)
{
this->SetSkew(skew_x, transform_.skew_y);
}
void e2d::Node::SetSkewY(float skew_y)
{
this->SetSkew(transform_.skew_x, skew_y);
}
void e2d::Node::SetSkew(float skew_x, float skew_y)
{
if (transform_.skew_x == skew_x && transform_.skew_y == skew_y)
return;
transform_.skew_x = skew_x;
transform_.skew_y = skew_y;
dirty_transform_ = true;
}
void e2d::Node::SetRotation(float angle)
{
if (transform_.rotation == angle)
return;
transform_.rotation = angle;
dirty_transform_ = true;
}
void e2d::Node::SetOpacity(float opacity)
{
if (real_opacity_ == opacity)
return;
display_opacity_ = real_opacity_ = std::min(std::max(opacity, 0.f), 1.f);
// 更新节点透明度
UpdateOpacity();
}
void e2d::Node::SetPivotX(float pivot_x)
{
this->SetPivot(pivot_x, transform_.pivot_y);
}
void e2d::Node::SetPivotY(float pivot_y)
{
this->SetPivot(transform_.pivot_x, pivot_y);
}
void e2d::Node::SetPivot(float pivot_x, float pivot_y)
{
if (transform_.pivot_x == pivot_x && transform_.pivot_y == pivot_y)
return;
transform_.pivot_x = pivot_x;
transform_.pivot_y = pivot_y;
dirty_transform_ = true;
}
void e2d::Node::SetWidth(float width)
{
this->SetSize(width, transform_.size.height);
}
void e2d::Node::SetHeight(float height)
{
this->SetSize(transform_.size.width, height);
}
void e2d::Node::SetSize(float width, float height)
{
if (transform_.size.width == width && transform_.size.height == height)
return;
transform_.size.width = width;
transform_.size.height = height;
dirty_transform_ = true;
}
void e2d::Node::SetSize(const Size& size)
{
this->SetSize(size.width, size.height);
}
void e2d::Node::SetTransform(const Transform & transform)
{
transform_ = transform;
dirty_transform_ = true;
}
void e2d::Node::SetClipEnabled(bool enabled)
{
clip_enabled_ = enabled;
}
void e2d::Node::SetBorderColor(const Color & color)
{
border_color_ = color;
}
void e2d::Node::AddChild(Node * child, int order)
{
WARN_IF(child == nullptr, "Node::AddChild NULL pointer exception.");
if (child)
{
if (child->parent_ != nullptr)
{
throw RuntimeException("节点已有父节点, 不能再添加到其他节点");
}
for (Node * parent = this; parent != nullptr; parent = parent->GetParent())
{
if (child == parent)
{
throw RuntimeException("一个节点不能同时是另一个节点的父节点和子节点");
}
}
child->Retain();
children_.push_back(child);
child->SetOrder(order);
child->parent_ = this;
if (this->parent_scene_)
{
child->SetParentScene(this->parent_scene_);
}
// 更新子节点透明度
child->UpdateOpacity();
// 更新节点转换
child->dirty_transform_ = true;
// 更新子节点排序
dirty_sort_ = true;
}
}
void e2d::Node::AddChild(const Nodes& nodes, int order)
{
for (const auto& node : nodes)
{
this->AddChild(node, order);
}
}
e2d::Node * e2d::Node::GetParent() const
{
return parent_;
}
e2d::Scene * e2d::Node::GetParentScene() const
{
return parent_scene_;
}
e2d::Node::Nodes e2d::Node::GetChildren(const String& name) const
{
Nodes children;
size_t hash = name.GetHash();
for (const auto& child : children_)
{
// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
if (child->hash_name_ == hash && child->name_ == name)
{
children.push_back(child);
}
}
return std::move(children);
}
e2d::Node * e2d::Node::GetChild(const String& name) const
{
size_t hash = name.GetHash();
for (const auto& child : children_)
{
// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
if (child->hash_name_ == hash && child->name_ == name)
{
return child;
}
}
return nullptr;
}
const std::vector<e2d::Node*>& e2d::Node::GetAllChildren() const
{
return children_;
}
int e2d::Node::GetChildrenCount() const
{
return static_cast<int>(children_.size());
}
void e2d::Node::RemoveFromParent()
{
if (parent_)
{
parent_->RemoveChild(this);
}
}
bool e2d::Node::RemoveChild(Node * child)
{
WARN_IF(child == nullptr, "Node::RemoveChildren NULL pointer exception.");
if (children_.empty())
{
return false;
}
if (child)
{
auto iter = std::find(children_.begin(), children_.end(), child);
if (iter != children_.end())
{
children_.erase(iter);
child->parent_ = nullptr;
if (child->parent_scene_)
{
child->SetParentScene(nullptr);
}
child->Release();
return true;
}
}
return false;
}
void e2d::Node::RemoveChildren(const String& child_name)
{
if (children_.empty())
{
return;
}
size_t hash = child_name.GetHash();
for (auto iter = children_.begin(); iter != children_.end();)
{
if ((*iter)->hash_name_ == hash && (*iter)->name_ == child_name)
{
(*iter)->parent_ = nullptr;
if ((*iter)->parent_scene_)
{
(*iter)->SetParentScene(nullptr);
}
(*iter)->Release();
iter = children_.erase(iter);
}
else
{
++iter;
}
}
}
void e2d::Node::RemoveAllChildren()
{
// 所有节点的引用计数减一
for (const auto& child : children_)
{
child->Release();
}
// 清空储存节点的容器
children_.clear();
}
void e2d::Node::RunAction(Action * action)
{
WARN_IF(action == nullptr, "Action NULL pointer exception!");
if (action)
{
if (action->GetTarget() == nullptr)
{
auto iter = std::find(actions_.begin(), actions_.end(), action);
if (iter == actions_.end())
{
action->Retain();
action->StartWithTarget(this);
actions_.push_back(action);
}
}
else
{
throw RuntimeException("该 Action 已有执行目标");
}
}
}
void e2d::Node::ResumeAction(const String& name)
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
if (action->GetName() == name)
{
action->Resume();
}
}
}
void e2d::Node::PauseAction(const String& name)
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
if (action->GetName() == name)
{
action->Pause();
}
}
}
void e2d::Node::StopAction(const String& name)
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
if (action->GetName() == name)
{
action->Stop();
}
}
}
bool e2d::Node::ContainsPoint(const Point& point)
{
if (transform_.size.width == 0.f || transform_.size.height == 0.f)
return false;
UpdateTransform();
BOOL ret = 0;
ThrowIfFailed(
border_->FillContainsPoint(
D2D1::Point2F(point.x, point.y),
D2D1::Matrix3x2F::Identity(),
&ret
)
);
return ret != 0;
}
bool e2d::Node::Intersects(Node * node)
{
if (transform_.size.width == 0.f || transform_.size.height == 0.f || node->transform_.size.width == 0.f || node->transform_.size.height == 0.f)
return false;
// 更新转换矩阵
UpdateTransform();
node->UpdateTransform();
// 获取相交状态
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
ThrowIfFailed(
border_->CompareWithGeometry(
node->border_,
D2D1::Matrix3x2F::Identity(),
&relation
)
);
return relation != D2D1_GEOMETRY_RELATION_UNKNOWN &&
relation != D2D1_GEOMETRY_RELATION_DISJOINT;
}
void e2d::Node::ResumeAllActions()
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
action->Resume();
}
}
void e2d::Node::PauseAllActions()
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
action->Pause();
}
}
void e2d::Node::StopAllActions()
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
action->Stop();
}
}
const e2d::Node::Actions & e2d::Node::GetAllActions() const
{
return actions_;
}
void e2d::Node::AddTask(Task * task)
{
if (task)
{
auto iter = std::find(tasks_.begin(), tasks_.end(), task);
if (iter == tasks_.end())
{
task->Retain();
task->last_time_ = Time::Now();
tasks_.push_back(task);
}
}
}
void e2d::Node::StopTasks(const String& name)
{
for (const auto& task : tasks_)
{
if (task->GetName() == name)
{
task->Stop();
}
}
}
void e2d::Node::StartTasks(const String& name)
{
for (const auto& task : tasks_)
{
if (task->GetName() == name)
{
task->Start();
}
}
}
void e2d::Node::RemoveTasks(const String& name)
{
for (const auto& task : tasks_)
{
if (task->GetName() == name)
{
task->stopped_ = true;
}
}
}
void e2d::Node::StopAllTasks()
{
for (const auto& task : tasks_)
{
task->Stop();
}
}
void e2d::Node::StartAllTasks()
{
for (const auto& task : tasks_)
{
task->Start();
}
}
void e2d::Node::RemoveAllTasks()
{
for (const auto& task : tasks_)
{
task->stopped_ = true;
}
}
const e2d::Node::Tasks & e2d::Node::GetAllTasks() const
{
return tasks_;
}
void e2d::Node::UpdateTasks()
{
if (tasks_.empty())
return;
std::vector<Task*> currTasks;
currTasks.reserve(tasks_.size());
std::copy_if(
tasks_.begin(),
tasks_.end(),
std::back_inserter(currTasks),
[](Task* task) { return task->IsReady() && !task->stopped_; }
);
// 遍历就绪的任务
for (const auto& task : currTasks)
task->Update();
// 清除结束的任务
for (auto iter = tasks_.begin(); iter != tasks_.end();)
{
if ((*iter)->stopped_)
{
(*iter)->Release();
iter = tasks_.erase(iter);
}
else
{
++iter;
}
}
}
void e2d::Node::UpdateTime()
{
for (const auto& action : actions_)
{
action->ResetTime();
}
for (const auto& task : tasks_)
{
task->ResetTime();
}
for (const auto& child : children_)
{
child->UpdateTime();
}
}
void e2d::Node::SetVisible(bool value)
{
visible_ = value;
}
void e2d::Node::SetName(const String& name)
{
WARN_IF(name.IsEmpty(), "Invalid Node name.");
if (!name.IsEmpty() && name_ != name)
{
// 保存节点名
name_ = name;
// 保存节点 Hash 名
hash_name_ = name.GetHash();
}
}
void e2d::Node::SetParentScene(Scene * scene)
{
parent_scene_ = scene;
for (const auto& child : children_)
{
child->SetParentScene(scene);
}
}